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Medium humanoid (elf), any non-lawful alignment
Armor Class 12 (leather armor)
Hit Points 11 (2d8 + 2)
Speed 30 ft.
Roll Initiative! +1
STR
11(0)
DEX
12(+1)
CON
12(+1)
INT
10(0)
WIS
10(0)
CHA
10(0)
Condition Immunities Charmed
Senses Darkvision 60ft
Languages Any one language (usually Common)
Challenge 1/8 (25 XP)
Proficiency Bonus +2
Actions
DAGGERS

Daggers. Melee or Ranged Weapon Attack: +3 to hit, reach 5ft or 20/60ft, one target. Hit (1d4 +1) piercing damage

LIGHT CROSSBOW

Light Crossbow. Ranged Weapon Attack: +3 to hit, range 80 ft./320 ft., one target. Hit: 5 (1d8 + 1) piercing damage.

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A circus troupe of whimsy and wonder.


Cirque du Mystere is a travelling circus that tends to float around Divelinson and Frecia on the average. All established members of the troupe wear a mask of some kind to conceal their faces. All but the ringmaster Narrin Joker who does juggling acts. Those who do not wear a mask are typical the "help" or rather those who have been brought on for set up, clean up, and the likes. They are usually the ones who take care of the main troupe members. On some of the members a number can be seen on their backs between their shoulder blades. This is their identifying number within the troupe for their roster value. 


The troupe has it's own Hierarchy. Joker acts as the main leader of the troupe and handles all of the members within it. She has two individuals by her side who act as as the promoters and networkers. they also double back sometimes as the main defense team for the troupe when required. They both wear a mask, one a mask of Tragedy and the other a mask of Comedy. They tend to wear more normal attire as opposed to the standard jester costumes as to not draw further attention to themselves. 

Next are the The Royal Suits or otherwise referred to by some as the Royal Troupe. These are the ones who are the main stars of the show. Aerial Diamond, Spadia Spade, Magik Heart. Dova Club,  Sora, Nyla


Aerial Diamond, otherwise known as the Queen of Diamonds runs the aerial acrobatics performances of the troupe. She and her team are the ones often seen being thrown in the air and performing various types of stunts and balancing acts.  

Spadia Spade, or the Queen of Spades, is Aerial counterpart and sometimes partner. She runs the trapeze and trampoline acts as part of her portion of the show. She and her team often work in combined acts with Aerial's team.

Magik Heart, the Queen of Hearts, is the musical and dance performance of the show. The Spectacular 5 are the ones who perform using a series of dance, music, and miming. 

Dova Club, the King of Clubs, is the strength based performance of the show. He and his team are automatons that put their limitations to the test on their strength and might.

Sora, who is sometimes known as Jester,  is the second in command when the Ringmaster is away. He is the lion tamer of the group with no actual team of his own. His considered team consists of his animals he manages. Out of all of the Elites, he is the only one that speaks on the regular. 

Nyla, also referred to as the Ace, focuses on magic and illusions to captivate the crowd. He has no team of his own and is often seen working solo more than with others.


Other performances of the show include the freak show sector before the actual performances which are often viewed outside of the tents, contortionists, fire breathing, knife throwing, sword swallowing,  unicycle, and more. 


Outfit Board

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Eladrin are elves of the Feywild, a realm of perilous beauty and boundless magic. Using that magic, eladrin can step from one place to another in the blink of an eye, and each eladrin resonates with emotions captured in the Feywild in the form of seasons—affinities that affect the eladrin’s mood and appearance. An eladrin’s season can change, though some remain in one season forever. Choose your season or roll on the Eladrin Seasons table. Your Trance trait lets you change your season.

Like other elves, eladrin can live to be over 750 years old.

Eladrin Seasons

d4Season
1Autumn: peace and goodwill, when summer’s harvest is shared with all
2Winter: contemplation and dolor, when the vibrant energy of the world slumbers
3Spring: cheerfulness and celebration, marked by merriment and hope as winter’s sorrow passes
4Summer: boldness and aggression, a time of unfettered energy and calls to action

Creating Your Character

At 1st level, you choose whether your character is a member of the human race or of a fantastical race. If you select a fantastical race, follow these additional rules during character creation.

Ability Score Increases

When determining your character’s ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The “Quick Build” section for your character’s class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can’t raise any of your scores above 20.

Languages

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player’s Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign.

Creature Type

Every creature in D&D, including each player character, has a special tag in the rules that identifies the type of creature they are. Most player characters are of the Humanoid type. A race tells you what your character’s creature type is.

Here’s a list of the game’s creature types in alphabetical order: Aberration, Beast, Celestial, Construct, Dragon, Elemental, Fey, Fiend, Giant, Humanoid, Monstrosity, Ooze, Plant, Undead. These types don’t have rules themselves, but some rules in the game affect creatures of certain types in different ways. For example, the cure wounds spell doesn’t work on a Construct or an Undead.

Life Span

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn’t meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race can live longer than a century, that fact is mentioned in the race’s description.

Height and Weight

Player characters, regardless of race, typically fall into the same ranges of height and weight that humans have in our world. If you’d like to determine your character’s height or weight randomly, consult the Random Height and Weight table in the Player’s Handbook, and choose the row in the table that best represents the build you imagine for your character.

Eladrin Traits

As an eladrin, you have the following racial traits.

Creature Type

You are a Humanoid. You are also considered an elf for any prerequisite or effect that requires you to be an elf.

Size

You are Medium.

Speed

Your walking speed is 30 feet.

Darkvision

You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

Fey Ancestry

You have advantage on saving throws you make to avoid or end the charmed condition on yourself.

Fey Step

As a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, the DC equals 8 + your proficiency bonus + your Intelligence, Wisdom, or Charisma modifier (choose when you select this race):

Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures.

Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn.

Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you.

Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus.

Keen Senses

You have proficiency in the Perception skill.

Trance

You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.






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You have practiced techniques useful in melee combat against spellcasters, gaining the following benefits:

  • When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
  • When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
  • You have advantage on saving throws against spells cast by creatures within 5 feet of you.
Mage Slayer Attack: 1 Reaction
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Instigator
Copper

Striking a deal with Copper you are now bound in a pact with him. 

He agreed to keep an eye out for the ones who took the magical essence that made up your golem in exchange for you to tell him of anything interesting that you have found. 

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The war between Frecia and Divelinson involving large constructs. Before the invasion of Kawit, the Frecia Army invaded Divelinson. The battle lasted a few days before the Frecia Army was eventually pushed out. The Divelinson Army came forth with unknown constructs and creatures that were never seen before.

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